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colonelhartigan

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Everything posted by colonelhartigan

  1. colonelhartigan

    [WIP] Medium Utility Helicopters

    Hi, I have a reply for Churrofighter and GamerOnkel about the textures. I will be making some textures which will be included in this mod; I made a camo texture for GrumpyRhino for his last Huey mod (one of my source pictures was actually the camo Huey posted by Churrofighter) and look forward to working with him to bring many Huey variants to this mod. At some point down the line, this mod will definitely include a camo Huey variant like the one posted, a new Marines texture, a Heer army texture, and German SAR texture. And ideally I will get around to other variants too, such as the Australian Bushrangers, American SAR, or G-Huey. But I haven't much time for working on modding, and haven't much skill either, so it will take a bit of time, but I promise you they are in the works.
  2. colonelhartigan

    Leights OPFOR Pack

    It's really great to see you continuing work on this. I anticipate the next update. Do you intend on replacing all of the A2 port weapons you have in the pack with the new RHS alternatives? For example, the AKMS, PKM, etc. Can we also expect some more anti-air units? Thanks for the teaser!
  3. colonelhartigan

    3CB BAF Weapons

    Sorry about the false alarm with the L7A2. Turned out to be a server problem. Thanks for the great pack guys!
  4. colonelhartigan

    3CB BAF Weapons

    As spectacular as the L7 is, the standard variant has no recoil when I fire standing. FIST does. I can post a .rpt and modlist if this is not a common issue. Thanks for the other great Ls though.
  5. That SAW looks great, the 60 can go eat a bag of King Richards.
  6. @DoubleBlind, I once had this issue when my HLC Core was out of date.
  7. Hi Toadie et al. I come here for two familiar reasons; first to thank you, for the extreme effort you've put into all of your releases. By far these are the highest quality weapons I've seen in Real Virtuality, period. I anticipate your future releases, and I appreciate that you are giving time to relatively unpopular weapons I personally love like the HK21. Secondly, to complain. I am reporting here two issues with the M60, firstly, the aforementioned problem with the quick change handle seeping through the handguard, and secondly, an issue that it seems hasn't been mentioned yet (sorry if it has), which I can best describe with this image: http://i.imgur.com/tG672HS.jpg (182 kB) As you can see the entire front half becomes invisible when made foreground to water. Only applies to the portion actually "submerged," as you can see here: http://i.imgur.com/f3F3ccW.jpg (150 kB) Thank you. Edit: Just had a look and realized this bug also occurs with certain editor placed objects such as the Zamak at close distances, making the original 60 almost unusable.
  8. colonelhartigan

    A3 Wounding System (AIS by Psycho)

    If you PM me a link for your mission I'll have a look.
  9. colonelhartigan

    HueyPack

    You can expect a PM with a link for config.bin shortly. If it's ok with you, I will add multiple fire modes for the miniguns, 2000rpm LO and 4000rpm HI for the M134 7.62, and 1000rpm LO and 2000rpm HI for the GAU-19. I am also going to tool around with the M197 on the Cobra. About mounting the guns on the same side, I agree this would be cool, maybe if you had two GAU-19s on the left and a seven shot Hydra pod with an M240 door gun on the right. The dispersion would create a dense shotgun scatter sort of effect, like the miniguns did in ArmA 2. Very effective. The Gau Gatling UH-1N has a similar loadout, with two GAU-19 door guns, 3000rnds, and 14 Hydras. Maybe it could benefit from manual fire? This is included on the Huey subsystems in real life, though I forget which designation. As for the dispersion on the dual fixed frontal guns, one on either side, raising the dispersion wouldn't account for the boresighting of the guns until around 1.2km (as the rounds disperse more at longer range), a little far. In real life I would suppose the streams of fire can be adjusted for the mission but I think a base point in ArmA would be convergence at 600m. This is something that should be tested with the very low dispersion config, to ensure the streams do meet at the same point. Then with dispersion added, it will make the guns much easier to employ against point targets in the 300m-900m range. While reading your configs I did somewhat get the opinion of a copy and paste, but that's where I start from too :). Here are the values worth messing around with: reloadTime affects rate of fire inversely. Lower reloadTime, higher rate of fire. I think a reloadTime of 0.014 is a good simulation of 4000 rounds per minute, and 0.028 accordingly for 2000 rounds per minute. dispersion is exactly what it sounds like. Higher value, higher spread. Right now I think 0.011 is most effective for the .50 cal GAU-19, and 0.015 for the 7.62 M134. Most of the other stuff is related to the AI usage of the guns at various ranges and is not seen by the player.
  10. colonelhartigan

    HueyPack

    So much H-1...I'm very impressed. It's like everything I've ever dreamed...except two minor flaws. I really hate to criticize this mod so much, please understand it is still nonetheless an amazing mod, if not for the variety of birds, then the variety of weaponry mounted on. First thing I did was to take a look at all of the helos on a strip. You've put a lot of effort into remodeling these helos and it shows. The ugly exhaust texture blind spot is all but invisible, the TOW tubes and GAU-19 are very well done, and the attention to the FFAR pods on the XMs is extraordinary. The only game I can think of with a better representation of the Huey is DCS: Huey. I think you know this though; that I only want to help improve this mod (out of the ~100 mods my group plays with, this is my favorite, simply because I giggle every time I shack a BTR with a Huey) with my endless criticisms. Firstly, on the Huey Hog Miniguns, there is a bug in which the miniguns have no texture and the right side gun is missing part of its model. Secondly, I had a look through the config after test firing the weapons. I think the dispersion values must be increased on all Gatling derived weapons, both for the sake of realism and fun. Personally, I bumped the reloadtime on the GAU-19 from .04 to .03, and the dispersion to .01 I believe it was. On the M134s, I kept your rate of fire, but again increased the dispersion, to .015. Maybe these values are too high, but the miniguns (and the M197 on the Cobra too) were way too accurate. From a hover over the runway on Utes, I was able to engage the LHD 3.5km away, and the rounds were still impacting in only two spots on the side of the carrier. This is a GAU-19 in real life: You can see the impacts around 0:55. I'm not sure what range this is though. This version GE markets for Humvees and has a rate of fire of 1.3k rounds per minute; the helo mounted versions (usually appearing on the Kiowa) are selectable between 1k and 2k. I went with .03 as that is what is used in another fantastic helo mod (Kimi's) to represent 2k rounds per minute. What I found incredible is that the GAU-19 on your helos went from sounding like an M2 on crack at .04 to sounding like an actual minigun at .03 as the reloadtime setting. And also, the BDA :D. Definitely lives up to what you called the N with two GAU-19s in the config. Another thing about the helos with dual/quad forward firing guns; I'm fairly certain the guns are usually angled so the streams of fire converge at a certain range, e.g. 800m. Otherwise, you're just wasting bullets, trying to either get some guy or armor into your sight, who will never be hit, or trying to get him a little left or right of the sight, in which case you're wasting a stream of 7.62 or .50 or whatever. I'm not sure if this is possible, though. I can send you the config I came up with if you'd like, though the only changes I made were to the dispersion values of the Gatling derived guns, and to the rate of fire of the GAU-19. If there's anything I can do to help with the mod, just give a PM. Good luck with your monitor situation. And thank you for bringing this into the ArmAverse.
  11. colonelhartigan

    [RELEASE] Modified Fatigue System

    Fairly simple, and likely other communities will suffer this issue. My group has accumulated a good fifty or so missions, and we'd have to go back and edit each one. I don't want to embark on that if you're going to release an addon version, but if not, thanks for the script anyway. An addon would also make it much easier to tweak values and have consistency across mission libraries, or remove the script should BIS modify the default system again. Other than that, the only thing I could think of is that you can't use the script in the campaign.
  12. colonelhartigan

    [RELEASE] Modified Fatigue System

    Thank you, I've been waiting for this for a while. My community isn't super realistic, but we don't fancy ourselves a bunch of virtual Ironmen either. This script meets our needs perfectly. However, I think it would be much easier for communities such as mine, as well as people playing the campaign, to use this script if it were in an addon version. Have you any intent of developing such a mod?
  13. colonelhartigan

    HueyPack

    Good luck. Shoot me a PM if I can be any of help.
  14. colonelhartigan

    HueyPack

    Thank you :). I think there might be a bit too much green in the front, but I will edit it some more later. Now I am focusing on the Heer Huey. Good luck with the update.
  15. colonelhartigan

    HueyPack

    It is done. Unfortunately the texture file's dependency on symmetry means I won't be able to award this bird the tail numbering of F.E. Warren AFB, where its brethren are based: [commence real life Huey porn] http://i.imgur.com/ENJJHxH.jpg (371 kB) Her colors are similar but not exact. I plan on retouching the 150mb photoshop file between Grumpy Rhino's next update and the update after that. [commence ArmA Huey porn] http://i.imgur.com/n5LJc7k.jpg (139 kB) Here is the .paa texture file, which must be placed in the "\UH1Y\data" address of the hueypack.pbo. You are free to modify it, ridicule it, print it out and wipe your nose with it, and include it in your Huey addon packs, especially if those packs include GAU-19s :681:. https://www.sendspace.com/file/m1iz31 I should have the Cobra version and Heer texture within two weeks. Thank you GrumpyRhino for everything.
  16. colonelhartigan

    HueyPack

    That's the D, yes? I wouldn't mind making that texture when I finish with the USAF version.
  17. colonelhartigan

    HueyPack

    Thanks :). The tail and fuselage are alright, but getting the top and bottom will be very difficult because the textures are symmetrical, which really ruins the camo effect. I've had four goes at the top and bottom so far and so far I can't come up with anything that looks decent. And yes, I've seen that ugly blind spot. Getting rid of that would be very helpful.
  18. colonelhartigan

    Inscrutable input after EndOfFile problem

    Yeup, that's got it working. Thank you very much.
  19. Hello. I am trying to make a simple mod for my personal use to return the M134 minigun to the glory it basked in in ArmA 2. So, I have packed into a .pbo config.cpp, which is: class CfgPatches { class Wayner_Minigun_Fix { units = {}; weapons = {}; requiredAddons = {}; requiredVersion = 0.100000; version = 0.100000; }; }; /*extern*/ class Mode_FullAuto; class cfgWeapons { /*extern*/ class Default; /*extern*/ class MGunCore; class M134_minigun: MGunCore { scope = 1; displayName = "$STR_A3_M134_minigun0"; cursor = "EmptyCursor"; cursorAim = "mg"; magazines = {"5000Rnd_762x51_Belt", "5000Rnd_762x51_Yellow_Belt"}; canLock = 1; modes = {"HighROF", "LowROF", "close", "short", "medium", "far"}; weight = 40; class GunParticles { class FirstEffect { effectName = "MachineGun1"; positionName = "z_gunL_muzzle"; directionName = "z_gunL_chamber"; }; class SecondEffect { effectName = "MachineGun1"; positionName = "z_gunR_muzzle"; directionName = "z_gunR_chamber"; }; class effect1 { positionName = "machinegun_eject_pos"; directionName = "machinegun_eject_dir"; effectName = "MachineGunCartridge"; }; class effect2 { positionName = "machinegun_eject_2_pos"; directionName = "machinegun_eject_2_dir"; effectName = "MachineGunCartridge"; }; }; class LowROF: Mode_FullAuto { displayName = "$STR_A3_M134_minigun0"; sounds = {"StandardSound"}; class StandardSound { begin1 = {"A3\Sounds_F\weapons\Gatling\gatling1v1", 1.000000, 1, 2000}; soundBegin = {"begin1", 1}; weaponSoundEffect = "DefaultRifle"; }; soundContinuous = 0; flash = "gunfire"; flashSize = 0.100000; recoil = "Empty"; aiDispersionCoefX = 10; aiDispersionCoefY = 10; ffMagnitude = 0.500000; ffFrequency = 11; ffCount = 6; reloadTime = 0.030000; dispersion = 0.020000; minRange = 1; minRangeProbab = 0.060000; midRange = 2; midRangeProbab = 0.060000; maxRange = 3; maxRangeProbab = 0.004000; showToPlayer = 0; multiplier = 1; }; class HighROF: LowROF { displayName = "$STR_A3_M134_minigun0"; sounds = {"StandardSound"}; class StandardSound { begin1 = {"A3\Sounds_F\weapons\Gatling\gatling1v1", 1.000000, 1, 2000}; soundBegin = {"begin1", 1}; weaponSoundEffect = "DefaultRifle"; }; soundContinuous = 0; minRange = 1; minRangeProbab = 0.080000; midRange = 2; midRangeProbab = 0.058000; maxRange = 3; maxRangeProbab = 0.004000; reloadTime = 0.030000; dispersion = 0.020000; showToPlayer = 1; multiplier = 3; }; class close: HighROF { showToPlayer = 0; soundBurst = 0; burst = 15; aiRateOfFire = 0.500000; aiRateOfFireDistance = 50; minRange = 0; minRangeProbab = 0.050000; midRange = 500; midRangeProbab = 0.700000; maxRange = 1000; maxRangeProbab = 0.100000; }; class short: close { burst = 10; aiRateOfFire = 2; aiRateOfFireDistance = 300; minRange = 500; minRangeProbab = 0.050000; midRange = 1000; midRangeProbab = 0.700000; maxRange = 1500; maxRangeProbab = 0.100000; }; class medium: LowROF { showToPlayer = 0; soundBurst = 0; burst = 7; aiRateOfFire = 3; aiRateOfFireDistance = 600; minRange = 1000; minRangeProbab = 0.050000; midRange = 1500; midRangeProbab = 0.580000; maxRange = 2000; maxRangeProbab = 0.040000; }; class far: medium { burst = 4; aiRateOfFire = 5; aiRateOfFireDistance = 1000; minRange = 1500; minRangeProbab = 0.050000; midRange = 2500; midRangeProbab = 0.400000; maxRange = 3000; maxRangeProbab = 0.010000; }; }; }; Yet trying to start the game with this addon enabled yields "Config : some input after EndOfFile." I've combed this text for an hour now, trying different things, and I can't figure out where the problem is. I've tried deleting the last "};", tried adding semi colons to the CfgPatches arrays, tried moving around the extern inheritances, but no luck. The config for the M134 is exactly as it appears in the default weapons config with the exception of the dispersion rate having been modified. I haven't the faintest idea of where the problem is. And of the course the .rpt has nothing useful. Hopefully someone with more experienced or fastidious eyes can spot the error. Thank you. P.S. I know there are other EndOfFile topics and I've looked through a few but it seems like the issue is always specific to the file. Sorry if this is a duplicate post.
  20. colonelhartigan

    HueyPack

    Looks good. Any chance the Boom Boom can get some miniguns too, either pilot or gunner controlled? And maybe in the future, GAU-19 :D. Don't overestimate the meaning of "half-decent." It's difficult to make anything good without modifying the UV maps and whatnot, which is beyond my level. Just wanted to give you an idea of my lack of skill. This is the first texture I've made in anything in a few years. I was going for: this bird out of Minot. So far, I've ended up with: There are some seams I need to fix, especially on the belly and tail, some decals I forgot to put tape over, like the "RESCUE," and I still have to finish the top half and nose, which are probably the most annoying on account of the layout of the texture file. I also want to add some proper markings, I figure I'll try to find some more birds from Minot to come up with a somewhat accurate depiction of the aircraft. I might change the grey to have a more blue hue, I'm not sure. To put it concisely: I suck at textures, don't expect much, and that little you can expect should be ready Monday or so. Maybe I'll make some more.
  21. colonelhartigan

    HueyPack

    Any chance for the XM21? By the way I've put some hours into the texture and I'm definitely not going to give it up until I have something half decent, though it will probably take a few more days. Time is short for me as well.
  22. colonelhartigan

    HueyPack

    Yes I've got a crack at the files, thank you Grumpy. I'm just trying to remember everything I learned from FSX texture making :). As for the armaments, I would like to add yet another request to my freeloading wishlist. Personally, what sets aside the UH-1C and the UH-1N from the AH-1, for me at least, is the same thing separating the F-15E from the A-10. They're all great aircraft, but I like to get down and dirty in the muck, myself and the virtual enemies :coop:. I'd like to see load outs like a side mounted GAU-19 and Hydras, or a GAU-19 on the left and two GAU-17s on the right, or maybe just two side mounted GAU-19s. I could help you with the configs if you want but the last time I tried to compile a .pbo I ended up getting some binarisation error that two different programs and four hours couldn't solve. If you need weapon mount ideas, check this out: http://en.wikipedia.org/wiki/U.S._helicopter_armament_subsystems#UH-1_Iroquois Edit: also, have you got any intention of updating the cockpit model for the AH-1? It's pretty tough work from what I understand, but those MFDs.... those MF'n MFDs!
  23. colonelhartigan

    HueyPack

    I'm impressed with the GAU-19. Any chance of a gunship version? I also have *some* limited texture experience and was tooling with the idea of retexturing the N into USAF colors myself. If I have time for it over the weekend I'll contact you about it, GrumpyRhino. Thanks for the update.
  24. colonelhartigan

    UPSMON Updated to ArmaIII

    I can confirm the same problem reported by Cruoriss in 6.0.9.5.
  25. colonelhartigan

    Chessmaster's Wounding System

    Is this still working in script form? I can't seem to get it working on a mission using the source files with the fixes aforementioned in the previous page. I am really interested in this since AIS was great, though I can't get that working either.
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